<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>JigLibX Forum Rss Feed</title><link>http://www.codeplex.com/JigLibX/Thread/List.aspx</link><description>JigLibX Forum Rss Description</description><item><title>New Post: Beginner JigLibX - Sphere Collision to Mesh Collision in this Case?</title><link>http://jiglibx.codeplex.com/discussions/434228</link><description>&lt;div style="line-height: normal;"&gt;Ive literally had a week of looking a JigLibx for a game project im doing.&lt;br /&gt;
At the moment i want to use the engine for collision between my camera and a custom built Maya .fbx. The maya model is of a Cube (6 sides) and on each middle of a side is a square hole, the idea being to allow the camera to go through those holes, but not inside of the cube.&lt;br /&gt;
&lt;br /&gt;
What is the best way of doing this? Im heading towards having a triangle mesh for the cube and having a primitive for the camera but id like to know if this is the best way or theres a better one?  &lt;br /&gt;
&lt;/div&gt;</description><author>Spartan2417</author><pubDate>Sat, 23 Feb 2013 14:07:57 GMT</pubDate><guid isPermaLink="false">New Post: Beginner JigLibX - Sphere Collision to Mesh Collision in this Case? 20130223020757P</guid></item><item><title>New Post: Vehicle on Network</title><link>http://jiglibx.codeplex.com/discussions/76840</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;So this might be a late solution response but here it goes anyway. Create a waypoint controller that reads an array of Vector3 which are the waypoints and then only send those from the server to the client. You will need to do a lot more customization but
 this is probably a very good start.&lt;/p&gt;
&lt;/div&gt;</description><author>stark7</author><pubDate>Tue, 15 Jan 2013 01:40:36 GMT</pubDate><guid isPermaLink="false">New Post: Vehicle on Network 20130115014036A</guid></item><item><title>New Post: rotating Heightmap</title><link>http://jiglibx.codeplex.com/discussions/429534</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Hello,&lt;/p&gt;
&lt;p&gt;I am looking at the examples inside JiggleGame and I was wondering, is there any way to apply a yaw pitch roll to the heightmap?&amp;nbsp;&lt;/p&gt;
&lt;p&gt;One thing that I tried is associating the collisionskin with the body inside the HeightmapObject and then rotating that body with the MoveTo function but that doesn't work.&lt;/p&gt;
&lt;p&gt;body.MoveTo(shift, Matrix.CreateRotationZ(0.2f));&amp;nbsp; &amp;nbsp;&lt;/p&gt;
&lt;p&gt;body.Immovable = true;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/p&gt;
&lt;p&gt;body.EnableBody();&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Is there any other way to do this or are we only supposed to work with this horizontally?&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;This library is fantastic!&lt;/p&gt;
&lt;/div&gt;</description><author>stark7</author><pubDate>Mon, 14 Jan 2013 12:35:51 GMT</pubDate><guid isPermaLink="false">New Post: rotating Heightmap 20130114123551P</guid></item><item><title>New Post: TimeStep per body and negative TimeSteps</title><link>http://jiglibx.codeplex.com/discussions/406542</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Well I realized that when TimeSpan is negative, objects maintain the same velocities, I will have to look into &amp;quot;fixing&amp;quot; this. Also the collisions seem to only happen on the inside of objects (as if they were inside out) so this might take some work.&lt;/p&gt;
&lt;p&gt;Other then that, it's working pretty well. Simply passing a different change in time to each object worked as intended. There was one special case where two objects collided that had the same velocity (Dot product was zero, therefore collision wasn't handled
 properly). To solve it, I simply scaled the velocity for the dot product calculation by the dilation, which should resolve all collision issues.&lt;/p&gt;
&lt;p&gt;I rained some cubes on a 'slow spot' that dilates time around it with falloff. It can be seen here:&lt;/p&gt;
&lt;p&gt;http://www.youtube.com/watch?v=JFd1JTdb1gs&lt;/p&gt;
&lt;/div&gt;</description><author>pcaston2</author><pubDate>Thu, 13 Dec 2012 16:47:53 GMT</pubDate><guid isPermaLink="false">New Post: TimeStep per body and negative TimeSteps 20121213044753P</guid></item><item><title>New Post: Time Dilation</title><link>http://jiglibx.codeplex.com/discussions/406542</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;I'm trying to change the engine so that each object can process time at a different speed. So far I've created a TimeBody that inherits body, and has an extra parameter called dilation, initially set to 1.0.&lt;/p&gt;
&lt;p&gt;Within the PhysicsSystem I am going through Integrate and going to all the functions which pass dt (difference in time) and altering them so they call the functions, for each body, using dt multiplied by the new dilation variable.&lt;/p&gt;
&lt;p&gt;The goal is to be able to change the dilation value dynamically, and have the objects work at different speeds relative to each other.&lt;/p&gt;
&lt;p&gt;Do you think this could work, or would it take too much tweaking to do in this engine?&lt;/p&gt;
&lt;p&gt;Issues I know that might come up are:&lt;/p&gt;
&lt;p&gt;What happens when two objects with the same velocity collide as a result of different&amp;nbsp;dilation? (this might work fine)&lt;/p&gt;
&lt;p&gt;What happens when a negative dt is passed (I tried passing a negative in before modifications, it seems funky, I'll have to consider using an absolute value and flipping the velocities in these special cases)&lt;/p&gt;
&lt;p&gt;Any advice would be great!&lt;/p&gt;
&lt;p&gt;My background:&lt;/p&gt;
&lt;p&gt;I've got a fair bit of algebra and calculus know-how, built simple 2D engines, this is the first time with a 3D engine, but I have 3D experience so it all makes pretty good sense to me.&lt;/p&gt;
&lt;/div&gt;</description><author>pcaston2</author><pubDate>Wed, 12 Dec 2012 16:23:28 GMT</pubDate><guid isPermaLink="false">New Post: Time Dilation 20121212042328P</guid></item><item><title>New Post: SegmentIntersect collision angle</title><link>http://jiglibx.codeplex.com/discussions/235158</link><description>&lt;div style="line-height: normal;"&gt;&lt;blockquote style="border: solid .1em #ccc; font-style: italic; margin: .25em 1em 0 1em; padding: 0 .25em 0 .25em;"&gt;&lt;strong&gt;furrie wrote:&lt;/strong&gt;&lt;br /&gt;
&lt;p&gt;Hi,&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;tanks for the response, but it wasn't needed any more (the thread was created over a year ago)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;I figured as much, it was more for anyone else that came across the forums with a similar question.&lt;/p&gt;&lt;/div&gt;</description><author>lordikon</author><pubDate>Mon, 13 Feb 2012 14:58:05 GMT</pubDate><guid isPermaLink="false">New Post: SegmentIntersect collision angle 20120213025805P</guid></item><item><title>New Post: SegmentIntersect collision angle</title><link>http://jiglibx.codeplex.com/discussions/235158</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Hi,&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;tanks for the response, but it wasn't needed any more (the thread was created over a year ago)&lt;/p&gt;&lt;/div&gt;</description><author>furrie</author><pubDate>Mon, 09 Jan 2012 08:40:38 GMT</pubDate><guid isPermaLink="false">New Post: SegmentIntersect collision angle 20120109084038A</guid></item><item><title>New Post: SegmentIntersect collision angle</title><link>http://jiglibx.codeplex.com/discussions/235158</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;A segment intersection will return to you a normal vector. Normalize the line segment you used to check for segment intersection, and then do a dot product between your normalized vector and the normal vector you got as a result of the intersection. Then you use acos to change your dotproduct to an angle (in radians).&lt;/p&gt;
&lt;pre&gt;&lt;span class="hl-identifier"&gt;Vector3&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;ray&lt;/span&gt;&lt;span class="hl-code"&gt; = &lt;/span&gt;&lt;span class="hl-reserved"&gt;new&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;Vector3&lt;/span&gt;&lt;span class="hl-brackets"&gt;(&lt;/span&gt;&lt;span class="hl-number"&gt;0&lt;/span&gt;&lt;span class="hl-identifier"&gt;f&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-number"&gt;0&lt;/span&gt;&lt;span class="hl-identifier"&gt;f&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-number"&gt;0&lt;/span&gt;&lt;span class="hl-identifier"&gt;f&lt;/span&gt;&lt;span class="hl-brackets"&gt;)&lt;/span&gt;&lt;span class="hl-code"&gt;;
&lt;/span&gt;&lt;span class="hl-types"&gt;float&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;dist&lt;/span&gt;&lt;span class="hl-code"&gt;;
&lt;/span&gt;&lt;span class="hl-identifier"&gt;CollisionSkin&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;skin&lt;/span&gt;&lt;span class="hl-code"&gt;;
&lt;/span&gt;&lt;span class="hl-identifier"&gt;Vector3&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;pos&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-identifier"&gt;normal&lt;/span&gt;&lt;span class="hl-code"&gt;;
 
&lt;/span&gt;&lt;span class="hl-identifier"&gt;ImmovableSkinPredicate&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;pred&lt;/span&gt;&lt;span class="hl-code"&gt; = &lt;/span&gt;&lt;span class="hl-reserved"&gt;new&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;ImmovableSkinPredicate&lt;/span&gt;&lt;span class="hl-brackets"&gt;()&lt;/span&gt;&lt;span class="hl-code"&gt;;
&lt;/span&gt;&lt;span class="hl-identifier"&gt;Segment&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;seg&lt;/span&gt;&lt;span class="hl-code"&gt; = &lt;/span&gt;&lt;span class="hl-reserved"&gt;new&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;Segment&lt;/span&gt;&lt;span class="hl-brackets"&gt;(&lt;/span&gt;&lt;span class="hl-identifier"&gt;ray&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-identifier"&gt;Vector3&lt;/span&gt;&lt;span class="hl-code"&gt;.&lt;/span&gt;&lt;span class="hl-identifier"&gt;Down&lt;/span&gt;&lt;span class="hl-code"&gt; * &lt;/span&gt;&lt;span class="hl-number"&gt;1000.0&lt;/span&gt;&lt;span class="hl-identifier"&gt;f&lt;/span&gt;&lt;span class="hl-brackets"&gt;)&lt;/span&gt;&lt;span class="hl-code"&gt;
 
&lt;/span&gt;&lt;span class="hl-identifier"&gt;world&lt;/span&gt;&lt;span class="hl-code"&gt;.&lt;/span&gt;&lt;span class="hl-identifier"&gt;CollisionSystem&lt;/span&gt;&lt;span class="hl-code"&gt;.&lt;/span&gt;&lt;span class="hl-identifier"&gt;SegmentIntersect&lt;/span&gt;&lt;span class="hl-brackets"&gt;(&lt;/span&gt;&lt;span class="hl-identifier"&gt;out&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;dist&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-identifier"&gt;out&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;skin&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-identifier"&gt;out&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;pos&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-identifier"&gt;out&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;normal&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-identifier"&gt;seg&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-identifier"&gt;pred&lt;/span&gt;&lt;span class="hl-brackets"&gt;)&lt;/span&gt;&lt;span class="hl-code"&gt;;
 &lt;/span&gt;&lt;/pre&gt;
&lt;pre&gt;&lt;span class="hl-code"&gt;// Get the segment you made as a vector&lt;br /&gt;&lt;/span&gt;Vector3 segmentVector = ray + (Vector3.Down * 1000.0f);&lt;br /&gt;segmentVector.Normalize();&lt;br /&gt;&lt;br /&gt;float dotProduct = segmentVector.Dot(normal);&lt;br /&gt;float angle = (float)Math.Acos(dotProduct);&lt;/pre&gt;&lt;/div&gt;</description><author>lordikon</author><pubDate>Mon, 09 Jan 2012 05:29:48 GMT</pubDate><guid isPermaLink="false">New Post: SegmentIntersect collision angle 20120109052948A</guid></item><item><title>New Post: Ray&lt;-&gt;Heightfield Collision</title><link>http://jiglibx.codeplex.com/discussions/25929</link><description>&lt;div style="line-height: normal;"&gt;&lt;blockquote style="border: solid .1em #ccc; font-style: italic; margin: .25em 1em 0 1em; padding: 0 .25em 0 .25em;"&gt;&lt;strong&gt;LordIkon wrote:&lt;/strong&gt;&lt;br /&gt; Ok, next question. If I create a ray, and pass it to JigLibX, is there a feature where it would return to me each thing that ray hit, in order, and the intersection point of each collision?&lt;br /&gt; &lt;br /&gt; Also, do rays collide with the insides of shapes, or only the outsides?&lt;br /&gt;&lt;/blockquote&gt;
&lt;p&gt;Anyone know if JigLibX supports something like this? I don't want to check a line segment against all physics in my scene, I want to cast a line segment and have it return to me all collisions and details about those collisions.&lt;/p&gt;&lt;/div&gt;</description><author>lordikon</author><pubDate>Sun, 08 Jan 2012 05:59:22 GMT</pubDate><guid isPermaLink="false">New Post: Ray&lt;-&gt;Heightfield Collision 20120108055922A</guid></item><item><title>New Post: JigLibX on Windows Phone 7</title><link>http://jiglibx.codeplex.com/discussions/222718</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;For your utmost convenience, here's the link: &lt;a title="View my port for XNA 4.0 and Windows Phone 7 in the issue tracker" href="http://jiglibx.codeplex.com/workitem/14784" target="_blank"&gt;Port to XNA 4.0 and Windows Phone 7&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;There also appears to be an XNA 4.0 port in the repository here on CodePlex, but I don't know if it supports Windows Phone 7.&lt;/p&gt;
&lt;p&gt;EDIT: Fixed font size. Copy &amp;amp; paste from other CodePlex page causes huge fonts that don't show as such in the WYSIWYG editor :-S&lt;/p&gt;&lt;/div&gt;</description><author>Cygon</author><pubDate>Mon, 23 May 2011 07:37:55 GMT</pubDate><guid isPermaLink="false">New Post: JigLibX on Windows Phone 7 20110523073755A</guid></item><item><title>New Post: JigLibX on Windows Phone 7</title><link>http://jiglibx.codeplex.com/discussions/222718</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;JigLibX runs on WP7.&amp;nbsp; I use it in my app RC-AirSim which is on the phone marketplace right now.&amp;nbsp; Take a look under the Issue Tracker tab for the code I used.&lt;/p&gt;&lt;/div&gt;</description><author>SomeCallMeTim14</author><pubDate>Mon, 23 May 2011 03:23:19 GMT</pubDate><guid isPermaLink="false">New Post: JigLibX on Windows Phone 7 20110523032319A</guid></item><item><title>New Post: JigLibX on Windows Phone 7</title><link>http://jiglibx.codeplex.com/discussions/222718</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Cygon,&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Were you able to port it to Windows Phone 7?&lt;/p&gt;
&lt;p&gt;Could you help me do the same?&lt;/p&gt;&lt;/div&gt;</description><author>Gruger</author><pubDate>Mon, 23 May 2011 02:11:42 GMT</pubDate><guid isPermaLink="false">New Post: JigLibX on Windows Phone 7 20110523021142A</guid></item><item><title>New Post: SegmentIntersect collision angle</title><link>http://jiglibx.codeplex.com/Thread/View.aspx?ThreadId=235158</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;I'm doing a segmentIntersect, now I want to know the angle at which the angle took place.&lt;/p&gt;
&lt;/div&gt;</description><author>furrie</author><pubDate>Thu, 18 Nov 2010 12:28:42 GMT</pubDate><guid isPermaLink="false">New Post: SegmentIntersect collision angle 20101118122842P</guid></item><item><title>New Post: JigLibX on Windows Phone 7</title><link>http://jiglibx.codeplex.com/Thread/View.aspx?ThreadId=222718</link><description>&lt;div style="line-height: normal;"&gt;Are there any plans porting JigLibX to Windows Phone 7?

I gave the current JigLibX release (0.3.1 beta) a try and started providing alternate code paths for the unsafe regions, but once I reached the collision detection code, things got too complicated for a quick afternoon hack ;-)

&lt;/div&gt;</description><author>Cygon</author><pubDate>Fri, 06 Aug 2010 13:44:22 GMT</pubDate><guid isPermaLink="false">New Post: JigLibX on Windows Phone 7 20100806014422P</guid></item><item><title>New Post: question about touching objects</title><link>http://jiglibx.codeplex.com/Thread/View.aspx?ThreadId=20815</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Did this issue ever get resolved? I have noticed that the issue does not manifest on larger objects, perhaps this is why only few people have found it. In the case of the original poster, I am assuming his objects were to scale (marbles) which are relatively small. I am getting the same exact issue on the latest version of the code. Just curious if someone has already fixed it.&lt;/p&gt;

&lt;strong&gt;[Edit]:&lt;/strong&gt; I managed to get around this problem by scaling down ( * 0.1f ) the &amp;quot;CollToll&amp;quot; variable in the PhysicsSystem.cs file. Worked for me.&lt;/div&gt;</description><author>guitargice</author><pubDate>Mon, 12 Jul 2010 18:59:04 GMT</pubDate><guid isPermaLink="false">New Post: question about touching objects 20100712065904P</guid></item><item><title>New Post: Make Z-axis not used?</title><link>http://jiglibx.codeplex.com/Thread/View.aspx?ThreadId=24790</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;This is how I did it, I implemented this code into my character's body class.&lt;/p&gt;
&lt;p&gt;
&lt;div style="color:black;background-color:white"&gt;
&lt;pre&gt;Vector3 zPosLock = Position;
zPosLock.Z = 0.0f;
Position = zPosLock;
&lt;/pre&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;This code constantly resets the Z position of the character to zero.&lt;/p&gt;
&lt;p&gt;Might not be elegant but it's functional.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/div&gt;</description><author>davidc14</author><pubDate>Thu, 08 Jul 2010 12:43:52 GMT</pubDate><guid isPermaLink="false">New Post: Make Z-axis not used? 20100708124352P</guid></item><item><title>New Post: Box-Sphere Collision</title><link>http://jiglibx.codeplex.com/Thread/View.aspx?ThreadId=44589</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;i found that is connected with colision direction detection:&lt;/p&gt;
&lt;p&gt;i replaced(file:SphereBox.cs ln: ~73)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if (oldDist &amp;lt; -JiggleMath.Epsilon)&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; dir = oldBoxPoint - oldSphere.Position - oldBoxPoint;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; JiggleMath.NormalizeSafe(ref dir);&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; else if (oldDist &amp;gt; JiggleMath.Epsilon)&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; dir = oldSphere.Position - oldBoxPoint;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; JiggleMath.NormalizeSafe(ref dir);&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; else&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; dir = oldSphere.Position - oldBox.GetCentre();&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; JiggleMath.NormalizeSafe(ref dir);&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;/p&gt;
&lt;p&gt;with:&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; dir = Vector3.Up;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;and now when ball is on top, everything works fine (no jumping) , this dont solve problem because collison with side of bo don't work since it's hardcodet to Vector.Up;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/div&gt;</description><author>SZCZUR</author><pubDate>Sun, 07 Mar 2010 21:01:24 GMT</pubDate><guid isPermaLink="false">New Post: Box-Sphere Collision 20100307090124P</guid></item><item><title>New Post: Vehicle on Network</title><link>http://jiglibx.codeplex.com/Thread/View.aspx?ThreadId=76840</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Hi, i'm Andor Mate!&lt;br&gt;&lt;br&gt;I have a question with jiglib vehicle. I create networking (Server-Client and i use UDP), but i dont know what datas send in the network.&lt;br&gt;I try the send the Position and Orientation but its too slow (lagging). After that i try the accelrate and steer, but slow.&lt;br&gt;&lt;br&gt;Please help me!&lt;br&gt;&lt;br&gt;Thanks, Andor&lt;/p&gt;&lt;/div&gt;</description><author>MateAndor</author><pubDate>Wed, 02 Dec 2009 14:15:38 GMT</pubDate><guid isPermaLink="false">New Post: Vehicle on Network 20091202021538P</guid></item><item><title>New Post: Problems with the car wheels and TriangleMeshObject</title><link>http://jiglibx.codeplex.com/Thread/View.aspx?ThreadId=75796</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;&lt;a href="http://jiglibx.wikidot.com/"&gt;http://jiglibx.wikidot.com/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://jiglibx.wikidot.com/forum:start"&gt;http://jiglibx.wikidot.com/forum:start&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/div&gt;</description><author>gazwik</author><pubDate>Mon, 23 Nov 2009 19:32:11 GMT</pubDate><guid isPermaLink="false">New Post: Problems with the car wheels and TriangleMeshObject 20091123073211P</guid></item><item><title>New Post: Problems with the car wheels and TriangleMeshObject</title><link>http://jiglibx.codeplex.com/Thread/View.aspx?ThreadId=75796</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Latest version.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Where should I have posted?&lt;/p&gt;&lt;/div&gt;</description><author>e66n06</author><pubDate>Mon, 23 Nov 2009 19:28:58 GMT</pubDate><guid isPermaLink="false">New Post: Problems with the car wheels and TriangleMeshObject 20091123072858P</guid></item></channel></rss>